Net rate is set on the game's general options screen.For dedicated servers, you can find it in the dedicated config file.

It controls the amount of data TM sends (sever side) or accepts (client side) in bytes per second. TM will use the smaller of the two netrates when connected to a client (the player's netrate vs. the servers netrate). Therefore it is possible that each client connected to the server has a different net rate.

Remember: The sum of the netrates of all the connected clients must not exceed the servers upstream bandwidth, otherwise its lagsville.

Related to this is the DedicatedFPS setting in the server's dedicated config file. This controls the number of updates per second to send to each client.If this is set too low, the clients will perceive lag, but whats actually happening is the client calculates the position of everything on the map, then gets an update from the server which basically says, actually the tank made a left turn , and the player sees the other tank (or projectile, of him/her self) teleport. This is especially bad for the player since his/her tanks position and direction is overridden by the server, which causes the player's tank to do a cha-cha. Particularly when there are alot of players on. If you set it too high you can flood the players connection with updates, but since its capped by the netrate not everything gets updated when it should.

Hmmm.

Posting-Vu: The feeling you get when you post something you sware you posted before. :lol: